Fantasy Fate: Expanded Armory Part 1

Game Ready Content Fantasy Fantasy Fate FATE Items

Royal Armory, LeedsWeapons seem to hold a special place in fantasy stories. I mentioned this in my previous Equipment post, but I think it’s worth repeating. It probably has something to do with the famous arms born by the heroes of myth and legend.

Ned Stark in “Song of Ice and Fire” bears the family greatsword Ice much like King Arthur carried Excalibur. Thor had Mjölnir, Cú Chulainn used the dreaded Gáe Bulg, and Bilbo and Frodo both wielded Sting. There’s a whole page of weapons named in “The Hobbit” and “Lord of the Rings” alone.

The point is that heroes took their armaments seriously. Some of them had powerful abilities, but certainly not all. As many a Star Trek red-shirt learned, though, a name can make all the difference. Even if you just use the mundane Quality rules we suggested, give your heroes a weapon worthy of handing down to their descendants.

Mundane Weaponry

My previous post summarized the weapons into three broad groups by Weapon Rating. Today, I’m going to expand on that listing. I’m focusing on western European arms for the most part, though the list covers a broad swath of history.

The Qualities listed are only suggestions. Feel free to customize your own items. I’m also including a Resources rating for the various weapons. There’s a reason, after all, that Little John used a quarterstaff instead of a sword.

Melee Weapons

NameWRResourcesQualities (Suggested)
Axe, throwing11
Dagger/Knife11Fast, Quick Draw, Subtle
Hammer, light11
Sap11
Whip11Tripping
Battleaxe22
Club20
Flail21Disarming, Tripping
Lance22Mounted
Mace22
Morningstar21Armor Piercing
Pick, heavy21Armor Piercing, Heavy
Pick, light21Armor Piercing
Quarterstaff20
Rapier22Fast
Scimitar22
Spear, long21Reach
Spear, short21
Sword, broad22Heavy
Sword, saber22Mounted
Sword, short22
Trident22Disarming
Warhammer22
Falchion33
Flail, heavy32Tripping
Greataxe32Heavy
Greatclub31Heavy
Greatsword33Heavy
Polearm32Reach
Scythe32
Sword, bastard32

Ranged Weapons

NameWRResourcesRange (Zones)Qualities (Suggested)
Bolas112Tripping
Crossbow, hand133 Subtle
Dart102Fast, Quick Draw, Subtle
Sling103Subtle
Crossbow, light224
Javelin212
Shortbow224
Crossbow, heavy335
Longbow335

Weapon Qualities

Most of these are a recap from my previous post, given here for convenience. However, I have added a couple more to suit some of the weapons listed above.

QualityEffectDescription
Armor PiercingIgnores up to 2 points of armor (to a minimum of 0), but suffers -1 to Weapon RatingThe weapon concentrates its force into a point to better punch through armor (picks, bodkin points, etc)
DisarmingThe weapon offers a +1 to maneuver rolls to disarm an opponentThe weapon includes tines or other features with which you can catch another weapon
FastProvides a +2 bonus to Alertness for initiative purposes (if applied to ammunition, player must specify at the beginning of the round)The weapon is designed to be quick and agile
Heavy+1 to Weapon Rating. Weapons receive a -1 penalty to Alertness for initiative purposes, but ammunition reaches one zone shorterA Heavy weapon puts more weight behind your blows, but is slower
MountedThe weapon acts at +1 Weapon Rating when used from a mounted position, otherwise -1The weapon is designed to be used from a horse, camel, etc
Quick DrawMay be drawn without the usual -1 penalty for a supplemental actionThese weapons are designed to be easily accessible
ReachReaches one zone farther, but acts at -1 Weapon Rating in the same zone as the attackerThis weapon is longer, but unwieldy at close range
Subtle+2 to Deceit to hide the weaponSubtle weapons are easily concealed
TrippingUse Weapons to perform a Trip maneuver at +1These weapons may be used to catch at an opponent’s legs

Weapons of Power (to be continued…)

I had intended to include some Items of Power, but that would have made for a monster post. For more mystically potent weaponry, tune in next time!

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